engine/editor/ui.lua

132 lines
4.4 KiB
Lua

local ui = {}
ui.theme = {
bg = {0.13, 0.13, 0.14},
panel = {0.17, 0.17, 0.19},
border = {0.28, 0.28, 0.30}, -- also known as outline
borderwidth = 3,
text = {0.90, 0.90, 0.90},
text_dim = {0.50, 0.50, 0.55}, -- low-key forgot
accent = {0.27, 0.52, 0.90}, -- low-key also forgot
hover = {0.22, 0.25, 0.35},
active = {0.20, 0.40, 0.75}, -- i low-key forgot again, probably made for when a toggle or something is turned on
}
ui.events = {}
ui._wasDown = false
ui._focused = nil
ui._inputs = {}
ui._claimedFocus = false
ui._clickConsumed = false
function ui.emit(event)
ui.events[event] = true -- should change to a custom ID soon to prevent conflicts.
end
function ui.on(event)
return ui.events[event] == true
end
function ui.flush() -- all issues is because of this btw (joke, kinda. bunch of bugs from it)
local isDown = love.mouse.isDown(1)
if isDown and not ui._wasDown and not ui._claimedFocus then
ui._focused = nil
end
ui._wasDown = isDown -- update AFTER using it
ui._claimedFocus = false
ui.events = {}
ui._clickConsumed = false
end
function ui.panel(x, y, w, h) -- this thingy magic panel creator makes a ui with outline. (x pos, y pos, width, height)
love.graphics.setColor(ui.theme.panel)
love.graphics.rectangle("fill", x, y, w, h)
love.graphics.setColor(ui.theme.border)
love.graphics.setLineWidth(ui.theme.borderwidth)
love.graphics.rectangle("line", x, y, w, h)
end
function ui.button(x, y, w, h, text)
local mousex, mousey = love.mouse.getPosition()
local hovered = mousex > x and mousex < x + w and mousey > y and mousey < y + h -- calculaters if its touching the box
if hovered then
-- makes dimed panel then text ontop
love.graphics.setColor(ui.theme.hover)
love.graphics.rectangle("fill", x, y, w, h)
love.graphics.setColor(ui.theme.border)
love.graphics.setLineWidth(ui.theme.borderwidth)
love.graphics.rectangle("line", x, y, w, h)
ui.text(x, y, w, h, text)
else
ui.textPanel(x, y, w, h, text) -- just normal text with a background
end
if hovered and love.mouse.isDown(1) and not ui._wasDown and not ui._clickConsumed then
ui.emit(text)
ui._clickConsumed = true
end
return hovered -- returns hovered, this means hovered is returned. and hovered being returned means it returns what hovered is
end
function ui.textPanel(x, y, w, h, text) -- expand on this, havent fully read the text documentation so i dont know if i should have more
ui.panel(x, y, w, h)
ui.text(x, y, w, h, text)
end
function ui.text(x, y, w, h, text)
local font = love.graphics.getFont()
local _, lines = font:getWrap(text, w)
local lineCount = #lines
local lineHeight = font:getHeight()
local totalHeight = lineCount * lineHeight
local startY = y + (h - totalHeight) / 2
love.graphics.setScissor(x, y, w, h)
love.graphics.setColor(ui.theme.text)
love.graphics.printf(text, x, startY, w, "center")
love.graphics.setScissor() -- limits drawing space.
end
function ui.textInput(x, y, w, h, placeholder) -- two days for this to work...
local text = ui._inputs[placeholder] or ""
local focused = ui._focused == placeholder
local mousex, mousey = love.mouse.getPosition()
local clickedInside = mousex > x and mousex < x + w and mousey > y and mousey < y + h
if love.mouse.isDown(1) and not ui._wasDown and clickedInside then
ui._focused = placeholder
ui._claimedFocus = true
end
if focused then
ui.panel(x, y, w, h)
if text == "" then
local font = love.graphics.getFont()
local lineHeight = font:getHeight()
local startY = y + (h - lineHeight) / 2
love.graphics.setColor(ui.theme.text_dim)
love.graphics.printf(placeholder, x + 4, startY, w - 8, "left")
else
ui.text(x, y, w, h, text)
end
else
ui.button(x, y, w, h, text == "" and placeholder or text)
end
end
function ui.textinput_char(t)
if ui._focused then
ui._inputs[ui._focused] = (ui._inputs[ui._focused] or "") .. t
end
end
function ui.textinput_backspace()
if ui._focused then
local str = ui._inputs[ui._focused] or ""
ui._inputs[ui._focused] = str:sub(1, -2)
end
end
return ui